The solution to lethality is rather obvious and not nearly as binary as many believe
- If 40% upfront value for Lethality is too little and 60% too much, get it to 50% upfront value.
- For ranged characters, calculate as for melee then reduce by a certain amount, THAT DOESN'T NEED TO BE 50%.
It's ok to create items that don't have the same effectiveness for melee and ranged characters, to compensate for the ranged bias. Actually, most items should be like that (except maybe the classic ADC items). However, the amount of compensation doesn't need to be as binary as the original bias issue. Not everything needs to be 50% effective on ranged, some things can work with 70%, others need it to go down all the way to 40% or lower.
Let's not be afraid of numbers and let's not be afraid to change them, please. Balance is important.
EDIT: and obviously, "let's not be afraid to change numbers" includes being able to change up or down that 50% upfront value for lethality if it turns out to be the wrong value.
to kill pretty much any mage in sight or just facetank any CC aimed at them.
for cheap and quick extra damage. Doesn't help that each lethality item adds movespeed as well.
that had any armorpen.